235 lines
9.1 KiB
C++
235 lines
9.1 KiB
C++
#include "steam_networking_manager.h"
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#include <iostream>
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#include <algorithm>
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SteamNetworkingManager *SteamNetworkingManager::instance = nullptr;
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// Static callback function
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void SteamNetworkingManager::OnSteamNetConnectionStatusChanged(SteamNetConnectionStatusChangedCallback_t *pInfo)
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{
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if (instance)
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{
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instance->handleConnectionStatusChanged(pInfo);
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}
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}
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SteamNetworkingManager::SteamNetworkingManager()
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: m_pInterface(nullptr), hListenSock(k_HSteamListenSocket_Invalid), g_isHost(false), g_isClient(false), g_isConnected(false),
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g_hConnection(k_HSteamNetConnection_Invalid),
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io_context_(nullptr), clientMap_(nullptr), clientMutex_(nullptr), server_(nullptr), localPort_(nullptr), messageHandler_(nullptr)
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{
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std::cout << "Initialized SteamNetworkingManager" << std::endl;
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}
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SteamNetworkingManager::~SteamNetworkingManager()
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{
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stopMessageHandler();
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delete messageHandler_;
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shutdown();
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}
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bool SteamNetworkingManager::initialize()
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{
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instance = this;
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if (!SteamAPI_Init())
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{
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std::cerr << "Failed to initialize Steam API" << std::endl;
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return false;
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}
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// 【新增】开启详细日志
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SteamNetworkingUtils()->SetDebugOutputFunction(k_ESteamNetworkingSocketsDebugOutputType_Msg,
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[](ESteamNetworkingSocketsDebugOutputType nType, const char *pszMsg)
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{
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std::cout << "[SteamNet] " << pszMsg << std::endl;
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});
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int32 logLevel = k_ESteamNetworkingSocketsDebugOutputType_Verbose;
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SteamNetworkingUtils()->SetConfigValue(
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k_ESteamNetworkingConfig_LogLevel_P2PRendezvous,
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k_ESteamNetworkingConfig_Global,
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0,
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k_ESteamNetworkingConfig_Int32,
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&logLevel);
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// 1. 允许 P2P (ICE) 直连
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// 默认情况下 Steam 可能会保守地只允许 LAN,这里设置为 "All" 允许公网 P2P
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int32 nIceEnable = k_nSteamNetworkingConfig_P2P_Transport_ICE_Enable_Public | k_nSteamNetworkingConfig_P2P_Transport_ICE_Enable_Private;
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SteamNetworkingUtils()->SetConfigValue(
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k_ESteamNetworkingConfig_P2P_Transport_ICE_Enable,
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k_ESteamNetworkingConfig_Global, // <--- 关键:作用域选 Global
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0, // Global 时此参数填 0
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k_ESteamNetworkingConfig_Int32,
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&nIceEnable);
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// 2. (可选) 极度排斥中继
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// 如果你铁了心不想走中继,可以给中继路径增加巨大的虚拟延迟惩罚
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// 这样只有在直连完全打不通(比如防火墙太严格)时,Steam 才会无奈选择中继
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int32 nSdrPenalty = 10000; // 10000ms 惩罚
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SteamNetworkingUtils()->SetConfigValue(
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k_ESteamNetworkingConfig_P2P_Transport_SDR_Penalty,
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k_ESteamNetworkingConfig_Global,
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0,
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k_ESteamNetworkingConfig_Int32,
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&nSdrPenalty);
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// Allow connections from IPs without authentication
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int32 allowWithoutAuth = 2;
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SteamNetworkingUtils()->SetConfigValue(
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k_ESteamNetworkingConfig_IP_AllowWithoutAuth,
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k_ESteamNetworkingConfig_Global,
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0,
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k_ESteamNetworkingConfig_Int32,
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&allowWithoutAuth);
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// Create callbacks after Steam API init
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SteamNetworkingUtils()->InitRelayNetworkAccess();
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SteamNetworkingUtils()->SetGlobalCallback_SteamNetConnectionStatusChanged(OnSteamNetConnectionStatusChanged);
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m_pInterface = SteamNetworkingSockets();
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// Check if callbacks are registered
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std::cout << "Steam API initialized" << std::endl;
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return true;
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}
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void SteamNetworkingManager::shutdown()
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{
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if (g_hConnection != k_HSteamNetConnection_Invalid)
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{
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m_pInterface->CloseConnection(g_hConnection, 0, nullptr, false);
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}
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if (hListenSock != k_HSteamListenSocket_Invalid)
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{
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m_pInterface->CloseListenSocket(hListenSock);
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}
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SteamAPI_Shutdown();
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}
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bool SteamNetworkingManager::joinHost(uint64 hostID)
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{
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CSteamID hostSteamID(hostID);
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g_isClient = true;
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g_hostSteamID = hostSteamID;
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SteamNetworkingIdentity identity;
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identity.SetSteamID(hostSteamID);
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g_hConnection = m_pInterface->ConnectP2P(identity, 0, 0, nullptr);
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if (g_hConnection != k_HSteamNetConnection_Invalid)
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{
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std::cout << "Attempting to connect to host " << hostSteamID.ConvertToUint64() << " with virtual port " << 0 << std::endl;
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return true;
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}
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else
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{
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std::cerr << "Failed to initiate connection" << std::endl;
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return false;
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}
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}
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void SteamNetworkingManager::setMessageHandlerDependencies(boost::asio::io_context &io_context, std::map<HSteamNetConnection, std::shared_ptr<TCPClient>> &clientMap, std::mutex &clientMutex, std::unique_ptr<TCPServer> &server, int &localPort)
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{
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io_context_ = &io_context;
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clientMap_ = &clientMap;
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clientMutex_ = &clientMutex;
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server_ = &server;
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localPort_ = &localPort;
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messageHandler_ = new SteamMessageHandler(io_context, m_pInterface, connections, clientMap, clientMutex, connectionsMutex, server, g_isHost, localPort);
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}
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void SteamNetworkingManager::startMessageHandler()
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{
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if (messageHandler_)
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{
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messageHandler_->start();
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}
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}
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void SteamNetworkingManager::stopMessageHandler()
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{
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if (messageHandler_)
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{
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messageHandler_->stop();
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}
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}
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void SteamNetworkingManager::update()
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{
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std::lock_guard<std::mutex> lock(connectionsMutex);
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for (auto &pair : userMap)
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{
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HSteamNetConnection conn = pair.first;
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UserInfo &userInfo = pair.second;
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SteamNetConnectionInfo_t info;
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SteamNetConnectionRealTimeStatus_t status;
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if (m_pInterface->GetConnectionInfo(conn, &info) && m_pInterface->GetConnectionRealTimeStatus(conn, &status, 0, nullptr))
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{
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userInfo.ping = status.m_nPing;
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userInfo.isRelay = (info.m_idPOPRelay != 0);
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}
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}
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}
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void SteamNetworkingManager::handleConnectionStatusChanged(SteamNetConnectionStatusChangedCallback_t *pInfo)
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{
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std::lock_guard<std::mutex> lock(connectionsMutex);
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std::cout << "Connection status changed: " << pInfo->m_info.m_eState << " for connection " << pInfo->m_hConn << std::endl;
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if (pInfo->m_info.m_eState == k_ESteamNetworkingConnectionState_ProblemDetectedLocally)
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{
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std::cout << "Connection failed: " << pInfo->m_info.m_szEndDebug << std::endl;
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}
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if (pInfo->m_eOldState == k_ESteamNetworkingConnectionState_None && pInfo->m_info.m_eState == k_ESteamNetworkingConnectionState_Connecting)
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{
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m_pInterface->AcceptConnection(pInfo->m_hConn);
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connections.push_back(pInfo->m_hConn);
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g_hConnection = pInfo->m_hConn;
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g_isConnected = true;
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std::cout << "Accepted incoming connection from " << pInfo->m_info.m_identityRemote.GetSteamID().ConvertToUint64() << std::endl;
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// Add user info
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SteamNetConnectionInfo_t info;
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SteamNetConnectionRealTimeStatus_t status;
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if (m_pInterface->GetConnectionInfo(pInfo->m_hConn, &info) && m_pInterface->GetConnectionRealTimeStatus(pInfo->m_hConn, &status, 0, nullptr))
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{
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UserInfo userInfo;
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userInfo.steamID = pInfo->m_info.m_identityRemote.GetSteamID();
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userInfo.name = SteamFriends()->GetFriendPersonaName(userInfo.steamID);
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userInfo.ping = status.m_nPing;
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userInfo.isRelay = (info.m_idPOPRelay != 0);
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userMap[pInfo->m_hConn] = userInfo;
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std::cout << "Incoming connection details: ping=" << status.m_nPing << "ms, relay=" << (info.m_idPOPRelay != 0 ? "yes" : "no") << std::endl;
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}
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}
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else if (pInfo->m_eOldState == k_ESteamNetworkingConnectionState_Connecting && pInfo->m_info.m_eState == k_ESteamNetworkingConnectionState_Connected)
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{
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g_isConnected = true;
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std::cout << "Connected to host" << std::endl;
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// Add user info
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SteamNetConnectionInfo_t info;
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SteamNetConnectionRealTimeStatus_t status;
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if (m_pInterface->GetConnectionInfo(pInfo->m_hConn, &info) && m_pInterface->GetConnectionRealTimeStatus(pInfo->m_hConn, &status, 0, nullptr))
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{
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UserInfo userInfo;
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userInfo.steamID = pInfo->m_info.m_identityRemote.GetSteamID();
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userInfo.name = SteamFriends()->GetFriendPersonaName(userInfo.steamID);
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userInfo.ping = status.m_nPing;
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userInfo.isRelay = (info.m_idPOPRelay != 0);
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userMap[pInfo->m_hConn] = userInfo;
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std::cout << "Outgoing connection details: ping=" << status.m_nPing << "ms, relay=" << (info.m_idPOPRelay != 0 ? "yes" : "no") << std::endl;
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}
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}
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else if (pInfo->m_info.m_eState == k_ESteamNetworkingConnectionState_ClosedByPeer || pInfo->m_info.m_eState == k_ESteamNetworkingConnectionState_ProblemDetectedLocally)
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{
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g_isConnected = false;
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g_hConnection = k_HSteamNetConnection_Invalid;
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// Remove from connections
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auto it = std::find(connections.begin(), connections.end(), pInfo->m_hConn);
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if (it != connections.end())
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{
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connections.erase(it);
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}
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userMap.erase(pInfo->m_hConn);
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std::cout << "Connection closed" << std::endl;
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}
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} |